Neon Tiles - Jesus Loves Me

By Neon Piano

Neon Piano

0 subscribers

Based on the following code

Neon Tiles - Baby Shark

Neon Tiles - Baby Shark

Neon Piano

6 views ยท 1d ago

0 viewsยท1h ago

๐ŸŽน Neon Tiles โ€” Jesus Loves Me

A neon-styled 4-lane rhythm game built around the beloved children's hymn "Jesus Loves Me" โ€” the chart was transcribed directly from sheet music and carries the verse-and-chorus through its full stanza. Cyberpunk visuals with a cyanโ†’magenta gradient palette, ambient drifting tiles on the start and game-over screens, and the Orbitron typeface dress the Sunday-school staple in arcade neon while keeping its quiet, hymnlike heart intact.

๐ŸŽฎ How to Play

  • Tap / Click โ€” Tap tiles on mobile, or click them with the mouse on desktop.
  • Keyboard โ€” Use A S D F for the four lanes (left โ†’ right).
  • Hold notes โ€” For taller tiles, keep the key/finger pressed until the tile clears.
  • Burst tiles โ€” One tile in the chart fires a quick two-note flourish from a single tap, capturing the song's only sub-quarter pickup figure.
  • Pause โ€” Space or P
  • Mute / Unmute โ€” M
  • Quick start / restart โ€” Press D while any overlay is showing.

โœจ Features

๐ŸŽต Real Score, Real Pitch

  • 16 measures of melody (the score's first 2 measures are an instrumental intro โ€” stripped from the chart so play begins immediately on the first sung note "Jesus").
  • Every note plays at its actual pitch in C major across the song's six-note diatonic range (C4 โ†’ C5).
  • Tempo is โ™ฉ=90 in 4/4 time, with each game beat = one 4๋ถ„์Œํ‘œ (667 ms) โ€” the slowest tempo in the batch, sitting comfortably in hymn pulse where every quarter note has room to breathe.

๐ŸŽถ One Tile per Quarter Beat

  • The chart uses a 4๋ถ„์Œํ‘œ ์Šฌ๋กฏ mode โ€” 1 tile = 1 quarter note โ€” so the visual rhythm reads exactly the way you'd count along: "Je-sus loves me, this I know..." one tap per syllable.
  • 2๋ถ„์Œํ‘œ phrase endings ("loves me", "this I know") land on 2-beat hold tiles, marking the natural sentence breath in hymn phrasing.
  • A single burst tile at m14 captures the song's one sub-quarter ornament โ€” the Fโ™ฏ neighbor tone leading into "Yes, Jesus loves me." It's the chart's only moment of decoration.
  • The final "loves me so" cadence has been shortened from an open whole note to a ์ 2๋ถ„์Œํ‘œ + 4๋ถ„์‰ผํ‘œ so the song lands with a clear rest rather than ringing into a void.

๐Ÿš€ Progressive Difficulty + Cycle Flash

  • BPM increases by +12.5% per cycle (90 โ†’ 101 โ†’ 114 โ†’ 128...). At a hymn base tempo, even cycle 4 stays inside singable territory.
  • Each cycle is also transposed up by a whole step (2 semitones), lifting the song into ever-brighter keys.
  • Cycle transition flash: every new cycle pops up a centered banner โ€” CYCLE 2 / โ™ช +2 ยท โšก +12% โ€” with a scale-and-glow animation, so the moment you survive into harder territory feels earned.

๐Ÿ’ข Visible Miss Feedback

  • Tap on empty space, hit the wrong tile, release a hold too early, or let any tile fall off-screen โ€” all trigger a red flash at the relevant tile (and a circle pulse at the tap point), held for 450 ms.
  • Plays a dissonant low buzz with downward portamento so misses are clearly audible.
  • The game ends after the miss display, giving you a clear "what just happened" beat.

๐ŸŽจ Polished Neon Visuals

  • Hand-tuned per-lane colors along a cyan โ†’ blue โ†’ purple โ†’ magenta gradient that matches the logo.
  • Glowing tube borders, soft outer halos, and scanline textures only inside the active press zone so the tappable area is instantly readable on hold tiles.
  • Ambient floating tiles drift continuously down behind both the start screen and the game-over screen.
  • Animated "neon tile" START button that physically slides down the board into the game on press โ€” no jarring screen transitions. Same treatment on the PLAY AGAIN button.
  • Score-burst flash animation on every successful hit.

๐Ÿง  Smart Lane Distribution

  • Lanes are picked dynamically rather than randomly: the algorithm avoids consecutive same-lane spawns and balances left vs. right side usage.

๐ŸŽฏ Forgiving Hold Timing

  • Hold tiles only require 75% of the full duration โ€” releasing slightly early still counts.
  • The hold-progress fill uses a soft gradient fade at its top edge instead of a hard line, so there's no visible pass/fail boundary to fixate on.

๐ŸŽผ Scoring

  • 10 points per beat cleared (so a 2-beat hold = 20, a 3-beat ์ 2๋ถ„์Œํ‘œ = 30).
  • High score saved locally and shown on the start and game-over screens.

๐Ÿ“ฑ Mobile-First Input

  • Multi-touch support โ€” different fingers on different lanes are tracked independently.
  • Coordinate-based hit testing rather than lane-only, so taps register exactly where your finger lands.
  • touch-action: none and user-scalable=no to prevent scrolling/zooming during play.
  • Viewport sized in vw units (9:16 portrait) so it scales perfectly across phone screens.
  • Mouse-up listener attached to window so releases register even if the cursor leaves the canvas.

๐Ÿ› ๏ธ Tech Stack

  • Pure HTML / CSS / JavaScript โ€” zero dependencies, zero build step.
  • HTML5 Canvas for the 360ร—640 game board with

Loading comments...

Other Codes

No other codes yet